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Warhammer Warhammer 40,000: Inquisitor - Martyr - WH40K action-RPG from NeocoreGames

Elex

Arbiter
Joined
Oct 17, 2017
Messages
2,043
lol i thought this was out already
3 years of early access.
now they can start fix the game.
i expect something like van helsing: the release 2 addional part of the game and then a definitive complete edition.
 

Sykar

Arcane
Joined
Dec 2, 2014
Messages
11,297
Location
Turn right after Alpha Centauri
After watching the gameplay a little more it is pretty low key and does not offer much, less even than D3 even with the addition of cover. The Psyker's powers are really boring, damage which builds up heat, damage which reduces it and 2 buffs. Yey....
 

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,443
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
http://steamcommunity.com/games/527430/announcements/detail/1661139640841842932

Development update for Martyr - a letter from our Producer
21 MARCH - ✪ MEGAPULL

Dear Inquisitors,

As many of you already know, Martyr has been scheduled to release on May 11. We have to give you some good and bad news regarding this announcement so you will be able to clearly see the progress made within the game in the upcoming two months.

Since May 11 is pretty close, you will not have to wait an awful lot until you can get your hands on the final and polished game that you have been supporting all along, so we'd ask for just a little more patience until then.

As per our usual style, let's begin with the bad news.

Until the release, Martyr will not have any more live Steam updates.

The reason behind this is that the public (Steam) and the developer (internal) builds of the game have been starting to get separated quite long ago. This means that since we are working on a great number of things at the same time, numerous features will be (or already are) more or less ready at the same time, and we are assembling the pieces of the puzzle with such speed that makes preparing frequent public Steam releases impossible. By the time a Steam build would go through a beta testing-release phase, it would change by a great deal internally - and now we are unable to keep the separate bits of the game on separate coding branches, because that would disallow us to actually close up the game and polish/fine tune it.

This was a hard spot for us where we had to make a decision - and it was quite obvious from the get-go that there is no really good decision in this situation, since you guys were a tremendous help during Early Access and the Founding, and we did not want to leave our supporters without content during this last bit of development. However, we do not want to risk building public releases as although we have enough time to finish the game until the deadline, but we do not have the time to pour resources in preparing Steam builds that will become outdated by the second they are released. Of course, we still have tons of work to do, and many of us are already pulling 80+ hour weeks, as it usually goes during crunch time.

The good news is that until its release, Inquisitor - Martyr will undergo numerous beneficial changes based on your feedback:
  • Monster and Skill Rebalance
  • New unit system (including the boss system displayed in our latest video)
  • Redesigned and rebalanced loot and leveling
  • The rest of the campaign with more cutscenes and videos
  • Leveling and endgame builds of classes and subclasses
  • Loads of artifact effecs and traits
  • Numerous new terrain types
  • New units
  • Vehicular combat
What's even more cool is that many of these things (that are not at all in the current live Steam build) are already at a high state of completion internally and these features are undergoing testing as we speak. We will post a detailed description of these upcoming features soon so you guys will know what to expect at the release and afterwards.

And one more thing - our communication team will go into overdrive for these two months, documenting development during crunch time, so you guys will receive tons of information about what goes on in the office and in the Caligari Sector.

So, to summarize: just a little bit more patience guys, as we have less than two months until release. Of course, we can not stress enough how much you guys are helping us during development, so thank you for each and every comment, critique, and insight that you guys have made to make this game a hell of a lot better.

We really hope that your feedback will help us in releasing an awesome game on May 11.

The Emperor Protects,

Zoltán Pozsonyi
Producer
 

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,443
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Paging Josh Sawyer: https://steamcommunity.com/games/527430/announcements/detail/2859099222343995451

Martyr Release - Final Dates - A letter from our Producer
18 APRIL - ✪ MEGAPULL
Dear All,

first of all, I’d like to skip the excuses, so let’s get straight to the point and start with the bad news.

We had to delay the release date of Warhammer 40,0000: Inquisitor – Martyr to 5 June (2018).

The reason is simple, really. Some technical issues were solved a bit late on one of the console platforms, therefore the release candidate version couldn’t be sent to manufacturing in time. We’d like to release the game - in agreement with our console publisher Bigben Interactive and our licensor Games Workshop - on all three platforms at the same time.

In a nutshell: we have somewhat overestimated our capacity for releasing the game simultaneously on three platforms.

And now that we’ve got the bad news out of the way, I’d like to tell you why this could be a good thing after all:

On one hand, the usual, but always very true statement: this means that the PC version gets three extra weeks of polishing, which is never a bad thing. This also means that the game will be in a much better shape at release.

On the other hand, now that we’ve messed up the big date of the original announcement anyway, we decided to still do one big Beta build update for Steam.

With the three extra weeks, we’ll now have the time to do this and trust me, all the harsh criticism, I mean the extra feedback will help us immensely to balance and fine-tune the game.

Therefore, the dates now set in stone:
  • Fresh Steam Build – 21 May
  • Release – 5th June
Again, sorry for this as we kindly ask for your further patience and hopefully it won’t be a deal breaker for any of you.

In return, we promise we’ll push this extra three weeks in 90+ hours per week so it’ll be very-very useful for Martyr.

Zoltán Pozsonyi
Producer

 

LizardWizard

Cipher
Joined
Feb 14, 2014
Messages
995
Sawyer claims to be creatively burned out and is now reduced to backseat game development. If anything he could learn a thing or two from superior Eastern European work ethic
 

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,443
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://www.pcgamer.com/warhammer-4...-devs-promise-90-hours-per-week-to-finish-it/

Update: Neocore Games has issued a statement clarifying that the remark about working 90+ hours per week was meant to be a joke. "It sounded ironic in Hungarian," a rep said.

"I would like to make it clear that we don’t force people to work 90 hours a week of course, even the three producers/owners don’t do it, although they have the longest working days. We at Neocore Games all consider Inquisitor as our own love project and it’s true that we’re working hard on it in this final rush but we gladly make those sacrifices for a great result. I kindly ask everyone not to judge the company and the game on one unfortunate statement. Thank you and really sorry for the misunderstanding."

The delay announcement has been edited and now says, "With the three extra weeks, we’ll now have the time to do this."

Interestingly, the studio made a similar statement in March when it announced that, because of the looming launch date, there would be no more live Steam updates.

"We do not want to risk building public releases as although we have enough time to finish the game until the deadline, but we do not have the time to pour resources in preparing Steam builds that will become outdated by the second they are released," producer Zoltán Pozsonyi wrote. "Of course, we still have tons of work to do, and many of us are already pulling 80+ hour weeks, as it usually goes during crunch time."

Pozsonyi is the person responsible for the message about working 90+ hours per week, and the rep said the March announcement was meant with "the same irony."

"Neocore Games never forces people to take such long working weeks," the rep explained. "It's true that people are working hard but most of us have worked here for 5-12 years, so we feel really involved in every project and every success."

"It’s true that a few people have really long days during certain periods and they work on weekends many times, but since they are the owners they have to keep many things in their hands. And I think it’s a different thing when you're talking about your own company and the work that comes with it."
 

LESS T_T

Arcane
Joined
Oct 5, 2012
Messages
13,582
Codex 2014
Annoyed PC gamers for the delay caused by consoles, upset industry peers by the "joke" in the announcement. After all that, further delay on console.

So much for the fuss:

WARHAMMER 40,000: INQUISITOR - MARTYR DELAYED ON CONSOLE

Lesquin, France - May 29, 2018 - Neocore and Bigben have announced that the release of Warhammer 40,000: Inquisitor - Martyr for Xbox One and PlayStation®4 has been delayed. The game, previously scheduled to release June 5, will release later this summer.

Warhammer 40,000: Inquisitor - Martyr is an ambitious action-RPG, with vast and complex mechanics. With such an immense gameplay experience - entirely redesigned for console players - the development studio, Neocore, will need additional time to perfect the game's unique functionalities, such as local multiplayer and procedural map generation. In order to ensure the best possible quality of the game, the development team is taking this extra time to refine the final details of the game.

Warhammer 40,000: Inquisitor - Martyr will be released for Xbox One and PlayStation®4 this summer. For those wishing to purge sooner - the PC full launch of the game remains.
 

Renevent

Cipher
Joined
Feb 22, 2013
Messages
925
It needs the extra time anyways, hopefully they use it and continue to flesh out the game. The new beta def made some nice improvements but the overall systems are still not very compelling. Considering the game is designed to be randomly generated and have an end game that keeps going this is not good. That only works if the game has a fleshed out and creative skill/item system.
 

LESS T_T

Arcane
Joined
Oct 5, 2012
Messages
13,582
Codex 2014




I must say Games Workshop seems pretty good at organizing these franchise wide events/promotions across all those Warhammer computer games.
 

Elex

Arbiter
Joined
Oct 17, 2017
Messages
2,043
it’s hard even only remember how many games they have around (and many are forgotten and buried)
 

Frusciante

Cipher
Joined
Aug 24, 2012
Messages
716
Project: Eternity
Only watched a relatively short gameplay vid on youtube but this actually looks pretty interesting?



Seems to play pretty smooth and its more slow (which I like) than normal ARPGS
 

Lone Wolf

Arcane
Vatnik
Joined
Apr 17, 2014
Messages
3,703
The new footage does look massively better than the alpha stuff I remember watching.
 

Baron Dupek

Arcane
Joined
Jul 23, 2013
Messages
1,870,829
doesn't looks challenging
Of course it doesn't look challenging, it would be foolish for them to show anything else than footage of another power fantasy video. Otherwise they would scare off already scarce pool of customers.

Unless they're ex-Hired Guns: Jagged Edge developers but who cares at that point.
 

Frusciante

Cipher
Joined
Aug 24, 2012
Messages
716
Project: Eternity
So this is released, based on top sellers this is an even worse launch than PoE2 :)). Who will try this game out for the codex?
 

Renevent

Cipher
Joined
Feb 22, 2013
Messages
925
I already own it...I'll probably enjoy it well enough (and you can read some of my early access impressions in this thread) but I'd probably recommend most everyone here to give it a pass. I'll post some updated impressions though once the servers actually come online and I can play the full release game.
 

dragonul09

Arcane
Edgy
Joined
Dec 19, 2014
Messages
1,445
So this is released, based on top sellers this is an even worse launch than PoE2 :)). Who will try this game out for the codex?

Well I can't fucking play it because the morons went with the ''only online'' approach even for SP and their servers are dead at the moment, so much for ''It won't affect anyone, we promise'', fucking idiots never learned from Diablo 3, why do I even bother buying games these days, someone tell me why
 

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